shaders.go 4.3 KB

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  1. // auto-generated
  2. // Code generated by '$ fyne bundle'. DO NOT EDIT.
  3. package gl
  4. import "fyne.io/fyne/v2"
  5. var shaderLineFrag = &fyne.StaticResource{
  6. StaticName: "line.frag",
  7. StaticContent: []byte(
  8. "#version 110\n\nuniform vec4 color;\nuniform float lineWidth;\nuniform float feather;\n\nvarying vec2 delta;\n\nvoid main() {\n float alpha = color.a;\n float distance = length(delta);\n\n if (feather == 0.0 || distance <= lineWidth - feather) {\n gl_FragColor = color;\n } else {\n gl_FragColor = vec4(color.r, color.g, color.b, mix(color.a, 0.0, (distance - (lineWidth - feather)) / feather));\n }\n}\n"),
  9. }
  10. var shaderLineVert = &fyne.StaticResource{
  11. StaticName: "line.vert",
  12. StaticContent: []byte(
  13. "#version 110\n\nattribute vec2 vert;\nattribute vec2 normal;\n \nuniform float lineWidth;\n\nvarying vec2 delta;\n\nvoid main() {\n delta = normal * lineWidth;\n\n gl_Position = vec4(vert + delta, 0, 1);\n}\n"),
  14. }
  15. var shaderLineesFrag = &fyne.StaticResource{
  16. StaticName: "line_es.frag",
  17. StaticContent: []byte(
  18. "#version 100\n\n#ifdef GL_ES\n# ifdef GL_FRAGMENT_PRECISION_HIGH\nprecision highp float;\n# else\nprecision mediump float;\n#endif\nprecision mediump int;\nprecision lowp sampler2D;\n#endif\n\nuniform vec4 color;\nuniform float lineWidth;\nuniform float feather;\n\nvarying vec2 delta;\n\nvoid main() {\n float alpha = color.a;\n float distance = length(delta);\n\n if (feather == 0.0 || distance <= lineWidth - feather) {\n gl_FragColor = color;\n } else {\n gl_FragColor = vec4(color.r, color.g, color.b, mix(color.a, 0.0, (distance - (lineWidth - feather)) / feather));\n }\n}\n"),
  19. }
  20. var shaderLineesVert = &fyne.StaticResource{
  21. StaticName: "line_es.vert",
  22. StaticContent: []byte(
  23. "#version 100\n\n#ifdef GL_ES\n# ifdef GL_FRAGMENT_PRECISION_HIGH\nprecision highp float;\n# else\nprecision mediump float;\n#endif\nprecision mediump int;\nprecision lowp sampler2D;\n#endif\n\nattribute vec2 vert;\nattribute vec2 normal;\n \nuniform float lineWidth;\n\nvarying vec2 delta;\n\nvoid main() {\n delta = normal * lineWidth;\n\n gl_Position = vec4(vert + delta, 0, 1);\n}\n"),
  24. }
  25. var shaderSimpleFrag = &fyne.StaticResource{
  26. StaticName: "simple.frag",
  27. StaticContent: []byte(
  28. "#version 110\n\nuniform sampler2D tex;\n\nvarying vec2 fragTexCoord;\n\nvoid main() {\n gl_FragColor = texture2D(tex, fragTexCoord);\n}\n"),
  29. }
  30. var shaderSimpleVert = &fyne.StaticResource{
  31. StaticName: "simple.vert",
  32. StaticContent: []byte(
  33. "#version 110\n\nattribute vec3 vert;\nattribute vec2 vertTexCoord;\nvarying vec2 fragTexCoord;\n\nvoid main() {\n fragTexCoord = vertTexCoord;\n\n gl_Position = vec4(vert, 1);\n}"),
  34. }
  35. var shaderSimpleesFrag = &fyne.StaticResource{
  36. StaticName: "simple_es.frag",
  37. StaticContent: []byte(
  38. "#version 100\n\n#ifdef GL_ES\n# ifdef GL_FRAGMENT_PRECISION_HIGH\nprecision highp float;\n# else\nprecision mediump float;\n#endif\nprecision mediump int;\nprecision lowp sampler2D;\n#endif\n\nuniform sampler2D tex;\n\nvarying vec2 fragTexCoord;\n\nvoid main() {\n gl_FragColor = texture2D(tex, fragTexCoord);\n}\n"),
  39. }
  40. var shaderSimpleesVert = &fyne.StaticResource{
  41. StaticName: "simple_es.vert",
  42. StaticContent: []byte(
  43. "#version 100\n\n#ifdef GL_ES\n# ifdef GL_FRAGMENT_PRECISION_HIGH\nprecision highp float;\n# else\nprecision mediump float;\n#endif\nprecision mediump int;\nprecision lowp sampler2D;\n#endif\n\nattribute vec3 vert;\nattribute vec2 vertTexCoord;\nvarying vec2 fragTexCoord;\n\nvoid main() {\n fragTexCoord = vertTexCoord;\n\n gl_Position = vec4(vert, 1);\n}"),
  44. }
  45. var shaderSinglechannelFrag = &fyne.StaticResource{
  46. StaticName: "single_channel.frag",
  47. StaticContent: []byte(
  48. "#version 110\n\nuniform vec4 color;\n\nuniform sampler2D tex;\nvarying vec2 fragTexCoord;\n\nvoid main()\n{\n gl_FragColor = vec4(color.r, color.g, color.b, texture2D(tex, fragTexCoord).r*color.a);\n}\n"),
  49. }
  50. var shaderSinglechannelesFrag = &fyne.StaticResource{
  51. StaticName: "single_channel_es.frag",
  52. StaticContent: []byte(
  53. "#version 100\n\n#ifdef GL_ES\n# ifdef GL_FRAGMENT_PRECISION_HIGH\nprecision highp float;\n# else\nprecision mediump float;\n#endif\nprecision mediump int;\nprecision lowp sampler2D;\n#endif\n\nuniform vec4 color;\n\nuniform sampler2D tex;\nvarying vec2 fragTexCoord;\n\nvoid main()\n{\n gl_FragColor = vec4(color.r, color.g, color.b, texture2D(tex, fragTexCoord).r*color.a);\n}\n"),
  54. }